![]() ![]() This section is to describe what the Alchemy skills can and can not do. The earth is not gone, it has just been reformed into a new shape and moved. Because nothing is created or destroyed with alchemy, there would be less earth around the area where the fist first began. In the above example, Bob transmuted the earth into a rock fist and smashed his enemies. One could not make bread out of earth or metal or sand, but one could make bread if one had grass about him. One can not use water to fuel fire alchemy, although one could use chemical alchemy to turn the water into hydrogen and then use flame alchemy. Also, the materials must be of the appropriate kind. In order to transmute, you must have enough materials available to you. More then twice your Constitution and you become exhausted, more then thrice and you fall unconscious. You may use tiny, small, and medium circles safely a number of times in the same encounter equal to your Constitution score, more and you become fatigued. You give the circle some of your energy in order for it to tap into the geothermal energy deep below. A third time and they fall unconscious.Īlchemy may not be used an infinite amount of times. If one uses a Large or Giant circle a number of times more then their Constitution modifier in the same encounter, then they become fatigued. Tiny and Small are standard actions, Medium are full-round actions, Large takes a minute, and Giant circles take 5-10 minutes, if not longer. Activating a circle is a swift action, provided you can touch it, while drawing the circle takes longer. Tiny circles can only support up to DC 15 transmutations, small 25, medium 35, and so. ![]() The bigger the circle the more powerful the transmutation they can allow. Circles can be of the following sizes: Tiny, Small, Medium, Large, and Giant. If the use of Alchemy gives someone else a saving throw, the DC is 10+ Half user's level since Alchemy Feat+ Intelligence Modifier.īefore Bob may even begin to think about transmuting the earth, he must first have a transmutation circle drawn and activated. The GM decides that this is sufficient for such a simple task. He makes an Alchemy (Earth) check, and gets a 25. Example: Bob the Alchemist wishes to transmute the earth into a fist, knocking his enemies into the wall behind them. ![]() This means the success or failure is entirely up to the wisdom and mercy of the almighty Game Master. ![]() The GM tells the user how successful it was based on the check. How Alchemy works is the user states to the GM what he intends to do with his alchemy, and then makes the correct Alchemy skill check. You either must have the Soul Alchemy feat (access gained from having a Black Gate experience) or being taught by someone who has the Soul Alchemy feat. Of all the Alchemical elements, Alchemy (Soul) is the only skill that requires special training before ranks may be invested into it. There is also Knowledge (Alchemy) for anyone who wishes to know facts and lore on the subject. To use Alchemy, he needs the Alchemy Feat and ranks in one of the 8 Alchemy skills: Alchemy (Earth), Alchemy (Water), Alchemy (Fire), Alchemy (Air), Alchemy (Organic), Alchemy (Metal), Alchemy (Chemical), and Alchemy (Soul). The only thing limiting the user's use of Alchemy is his skill with it. These rules are designed in such a way that the Alchemist makes skill checks to perform his "magic". The following variant rules are an attempt at recreating the wondrous power seen in the all too popular Fullmetal Alchemist series. The art of understanding, constructing, deconstructing, and then reconstructing the universe. ![]()
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